UPDATE — ADVANCED TACTICAL OVERHAUL
New Procedural Weapon Sway
Weapons now feature fully procedural sway in both first-person and third-person views. This adds:
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Subtle micro-motions based on breathing
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Weight shifting when moving
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Natural drift during idle states
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Dynamic responses to acceleration and deceleration
Realistic Aiming Tics & Hand Vibration
When aiming, weapons now exhibit procedural micro-ticking, inspired by real-life involuntary hand motion:
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Slight oscillations when holding your breath
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Tension-based hand tremors
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Increased tick intensity after sprinting or taking damage
** Procedural Shoulder Switching & Edge Peeking**
You can now switch shoulders dynamically and peek around corners with a procedural system that reacts to:
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Player stance
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Cover height
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Movement speed
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Camera angle
** Procedural Weapon Wall-Clipping Prevention**
Weapons now detect nearby surfaces and respond realistically:
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The muzzle cannot clip through walls
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The character automatically adjusts stance and weapon position
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Push-back and rotation occur smoothly based on distance
Back Leaning Based on Surface Angle
The character now procedurally leans backwards depending on the angle of the slope or surface behind them. This adds:
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Natural balance compensation
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More realistic stance adaptation in uneven terrain
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Better physicality when moving on inclined surfaces
** Performance Optimizations**
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Reduced tick cost of several animation systems
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Optimized collision checks used by weapon and cover mechanics
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Improved CPU usage during fast movement and aiming transitions
Bug Fixes
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Fixed several stability issues related to weapon handling and character animations.
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General polish across movement, aiming, and interaction components.
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